Predictors of Flow Experience and Knowledge Acquisition in a STEM Game

IF 1.6 Q2 EDUCATION & EDUCATIONAL RESEARCH International Journal of Serious Games Pub Date : 2023-09-04 DOI:10.17083/ijsg.v10i3.619
Jiahui Wang
{"title":"Predictors of Flow Experience and Knowledge Acquisition in a STEM Game","authors":"Jiahui Wang","doi":"10.17083/ijsg.v10i3.619","DOIUrl":null,"url":null,"abstract":"Prior work systematically investigating the factors contributing to flow experience and learning in educational games is scarce. The relationship between learners’ acceptance of the game and individual difference variables relevant to game-based learning and learners’ flow experience and learning still needs to be systematically explored. To address the gap in knowledge, the study aimed to systematically examine whether variables of technology acceptance and individual differences relevant to game-based learning may predict flow experience and knowledge acquisition in an educational game. A total of 69 undergraduate students participated in the current study. Results indicated students’ flow experience was predicted by some constructs of technology acceptance, namely, perceived playfulness and perceived attractiveness of the game. Five constructs of technology acceptance of the game, however, did not significantly predict learners’ knowledge acquisition, although the correlation between perceived playfulness and knowledge acquisition from the game approached significance. Prior knowledge was found to be a negative predictor of knowledge acquisition from the game, that is, those with insufficient prior knowledge achieved greater knowledge acquisition from the game. Findings were discussed, and suggestions for future research were provided.","PeriodicalId":44800,"journal":{"name":"International Journal of Serious Games","volume":"10 1","pages":"67-82"},"PeriodicalIF":1.6000,"publicationDate":"2023-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Serious Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.17083/ijsg.v10i3.619","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0

Abstract

Prior work systematically investigating the factors contributing to flow experience and learning in educational games is scarce. The relationship between learners’ acceptance of the game and individual difference variables relevant to game-based learning and learners’ flow experience and learning still needs to be systematically explored. To address the gap in knowledge, the study aimed to systematically examine whether variables of technology acceptance and individual differences relevant to game-based learning may predict flow experience and knowledge acquisition in an educational game. A total of 69 undergraduate students participated in the current study. Results indicated students’ flow experience was predicted by some constructs of technology acceptance, namely, perceived playfulness and perceived attractiveness of the game. Five constructs of technology acceptance of the game, however, did not significantly predict learners’ knowledge acquisition, although the correlation between perceived playfulness and knowledge acquisition from the game approached significance. Prior knowledge was found to be a negative predictor of knowledge acquisition from the game, that is, those with insufficient prior knowledge achieved greater knowledge acquisition from the game. Findings were discussed, and suggestions for future research were provided.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
STEM游戏中心流体验与知识获取的预测因子
在此之前,系统地研究影响教育游戏中心流体验和学习的因素的工作很少。学习者对游戏的接受程度和与游戏学习相关的个体差异变量与学习者的心流体验和学习之间的关系还需要系统探讨。为了解决知识差距问题,本研究旨在系统地考察与游戏学习相关的技术接受度和个体差异变量是否可以预测教育游戏中的心流体验和知识获取。本研究共有69名本科生参与。结果表明,学生的心流体验可以通过技术接受的一些构念来预测,即游戏的感知可玩性和感知吸引力。然而,游戏的技术接受度的五个构念并不能显著预测学习者的知识习得,尽管感知的游戏性与从游戏中习得的知识之间的相关性接近显著。研究发现,先验知识对游戏知识获取具有负向预测作用,即那些先验知识不足的人从游戏中获得的知识更多。对研究结果进行了讨论,并对今后的研究提出了建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
International Journal of Serious Games
International Journal of Serious Games EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.80
自引率
16.70%
发文量
21
审稿时长
12 weeks
期刊最新文献
Evaluation of an industrial case of gamification in software quality improvement ReWIND: A CBT-Based Serious Game to Improve Cognitive Emotion Regulation and Anxiety Disorder Predictors of Flow Experience and Knowledge Acquisition in a STEM Game Serious Games and Experiential Learning: Options for Engineering Education Editorial, Vol. 10, No. 3
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1